Meazel
Meazels are a murderous, malevolent race of wretched recluses that cared only for wallowing in wistful self-pity. They respond to intrusions on their lonely gloom by killing the offenders or afflicting them with a wicked curse or terrible illness.
Small and Mean
Meazels are humanoids that stand between 4 to 5 ft tall, and weigh approximately 80 pounds. They can have a skin tone of light gray to dark green, and their dark, greenish-gray hair is waxy and thick. Irregular patches of an angry red hue coated the bodies of 85% of all Meazels, caused by a noncontagious skin disease that gave them a leprous and disfigured appearance. Most meazels have clawed hands and webbed digits that suited the boggy areas they normally occupy, and their sickly skin is contrasted by their jet black eyes. Male and female Meazels do both exist, but the two are practically indistinguishable.
Mean and Malicious
Mean-spirited and malicious, Meazels are near universally despised by surface dwellers and underground residents alike. Heinous hermits that they are, they are rarely encountered outside of their foul lairs, and in such cases when they were, it was almost always to inflict suffering. Greedy, cruel, and vindictive, Meazels make poor and unreliable allies, being one of the few creatures that nearly all intelligent subterranean races would work together to combat. Their loathing for other beings extends to other members of their kind, and so the only way to productively interact with a Meazel was to make them an unwitting pawn, else convince them to temporarily combat a greater foe.
Meazels themselves are self loathing and filled with bitterness, spending most of their existence contemplating their own terrible lives. Attempting to adopt a young Meazel, otherwise known as a whelp, is a fruitless task more likely to backfire than raise a productive member of their patron civilization. The cruelty and callousness of a Meazel was so baked into their very essence that raising them to be benevolent was impossible, only resulting in a high functioning psychopath.
Malicious and Shadowtouched
Most Meazels are touched by the despondent and hateful powers of the Shadowfell at one time or another. They hate being with others and are only able to work with others if threatened or otherwise forced to coexist with others. If they are with the same group for long periods they view it like cancer growing inside of them. If it happens long enough and with the same group they can become so despondent that they accept the inevitable and cease to try and leave them, losing their hope of returning to their solitude.
Meazels are a murderous, malevolent race of wretched recluses that cared only for wallowing in wistful self-pity. They respond to intrusions on their lonely gloom by killing the offenders or afflicting them with a wicked curse or terrible illness.
Small and Mean
Meazels are humanoids that stand between 4 to 5 ft tall, and weigh approximately 80 pounds. They can have a skin tone of light gray to dark green, and their dark, greenish-gray hair is waxy and thick. Irregular patches of an angry red hue coated the bodies of 85% of all Meazels, caused by a noncontagious skin disease that gave them a leprous and disfigured appearance. Most meazels have clawed hands and webbed digits that suited the boggy areas they normally occupy, and their sickly skin is contrasted by their jet black eyes. Male and female Meazels do both exist, but the two are practically indistinguishable.
Mean and Malicious
Mean-spirited and malicious, Meazels are near universally despised by surface dwellers and underground residents alike. Heinous hermits that they are, they are rarely encountered outside of their foul lairs, and in such cases when they were, it was almost always to inflict suffering. Greedy, cruel, and vindictive, Meazels make poor and unreliable allies, being one of the few creatures that nearly all intelligent subterranean races would work together to combat. Their loathing for other beings extends to other members of their kind, and so the only way to productively interact with a Meazel was to make them an unwitting pawn, else convince them to temporarily combat a greater foe.
Meazels themselves are self loathing and filled with bitterness, spending most of their existence contemplating their own terrible lives. Attempting to adopt a young Meazel, otherwise known as a whelp, is a fruitless task more likely to backfire than raise a productive member of their patron civilization. The cruelty and callousness of a Meazel was so baked into their very essence that raising them to be benevolent was impossible, only resulting in a high functioning psychopath.
Malicious and Shadowtouched
Most Meazels are touched by the despondent and hateful powers of the Shadowfell at one time or another. They hate being with others and are only able to work with others if threatened or otherwise forced to coexist with others. If they are with the same group for long periods they view it like cancer growing inside of them. If it happens long enough and with the same group they can become so despondent that they accept the inevitable and cease to try and leave them, losing their hope of returning to their solitude.
Traits
Superior Darkvison
120 ft
One with Disease
All Meazels are accursed so that they are constantly sickly while being Immune to all diseases.
Shadow Stealth
While in Dim Light or Darkness you can take the Hide action as a bonus action.
Hateful Hermit
You have advantage on Intimidation checks and disadvantage on Persuasion checks.
Shadow Teleport
Once per long rest you can teleport yourself and any creature you have Grappled to a location within 500 ft that is in shadow. The Grappled creature is cursed for 1 hour where all Undead within 300 ft can sense it even if Hidden or Invisible.
Garrote Master
You can target one creature that is Medium size or smaller and make an attack roll, on a hit they take 1D6 Bludgeoning damage + your DEX Modifier (Minimum 1) and is Grappled and cannot speak, escape DC 10 + your DEX Modifier (Minimum 1) + your Proficiency Bonus, checks to escape the Grapple have disadvantage, at the start of each of the creature’s turns they take 2D6 Bludgeoning damage. You can only have one creature Grappled this way at a time.